Cu - The guilt bound (the tragic tank support)

Tiniest Turtle·6/5/2016, 4:21:57 PM·1 votes·423 views

Cu - The Guilt-Bound

Lore:

Cu saw the cinders, the smoke, and the flames. It was like he was staring at a moving painting - he could see it all, but felt none of it. Clumsily he trudged through the collapsing structure, seeking out unconscious bodies and carrying them to safety as delicately as his hulking figure could. While deadly and dangerous to most, this work wasn't hard for Cu. He wishes it was. He wishes he could suffer enough to make up for his past actions. Cu thought back to what the others would call his "birth."

Cu shuddered to life. He viewed the dark and dusty chamber around him. His gaze drifted down to his massive stony arms and hands. Carved expertly into his body were disturbing symbols glowing a misty green. His mind was flooded with new thoughts. Why was he here? What was he? Why did he feel... nothing? A somehow recognizable man of ill proportions came into view. Cu felt uncomfortable at his presence, but couldn't will himself to leave.

This 'man' was barely human anymore. Using power that he never once restrained, years ago he seized control of a defenseless settlement. He was obsessed with testing the limits of his ability. Every day he performed unimaginable actions and dabbled into studies that sensible men knew to steer clear of. Every action has consequences. The man knew this, but always managed to elude his fate. Instead, he left the innocent citizens to suffer the price of his missteps. The tormented people didn't dare leave in fear of the man's wrath, for they knew it would worse than what could happen if they stayed.

Never had this terrible figure gone so far into the dark as to attempt to create life. This is how Cu was brought into existence. The man enacted a terrible ritual with the intent of creating an undying servant. To do this would require much sacrifice, and the people paid for it. Countless lives snuffed out. For an action this unnatural the man had to sacrifice something of his own, and he couldn't wiggle out of it this time. He had to give up a part of his own soul. Despite the cost, with a discomforting lack of hesitation he tore out a part of his blackened spirit, and bound it to the pottery mimic of a towering juggernaut.

For years Cu watched helplessly as his body carried out his master's dark demands. More and more innocent deaths were placed on his hands, and he had no power to resist. It was like a terrible nightmare that continued on endlessly.

With a fragment of his own essence gone, the diabolical man grew disturbed and sick. He couldn't escape the consequences of this action, though he tried. Enraged at having to finally face justice, he thought up something unspeakable. With his dying breath he spoke a curse that would release his fury in a cataclysmic wave, taking everyone down with him. Cu wouldn't let this happen. He couldn't. He summoned the will he never knew he possessed, and harnessed the entirety of the destructive force into himself. He knew he wouldn't survive, but maybe his death would atone for everything he blamed himself for. Or at least he wouldn't have to live with the guilt.

Cu shuddered to life, and looked at himself. His shell was cracked, but still there. His gaze drifted to the people gathered around him. The people that he saved. Why was he still here? Why were they celebrating him? He didn't deserve any of their praise. He didn't deserve their forgiveness. He didn't know that they never even blamed him in the first place, and could see the spirit fighting back behind his eyes. Cu was frustrated. He would be in tears, if it were possible for him. Why is it that he didn't have to pay for his actions? It wasn't fair. He wouldn't accept their forgiveness, and wasn't able to do what was required for him to forgive himself. Die.

Cu emerged little more that charred from the smouldering building. Everyone was safe. He threw back on his haggard patchwork cloak, and drew the hood to hide his face from the crowd out of shame. He flinched every time they called him "hero." That word was acid to him, the way it like nothing else could bring him pain. He continued onwards as always, determined to do whatever it takes as many times as it takes until maybe someday he could finally rest, knowing that he could do nothing more. Maybe then in his final moments would he forgive himself for what was never his fault.

Skills:

Passive: Lost Soul

Cu's Spirit has 25% of his maximum health, 75% of Cu's resistances, 30% bonus movement speed, and ignores unit collision. It cannot recall, use basic attacks, or gain experience. If his Vessel is initially within a certain range of the exp source, it will benefit from the takedown of the unit.

Upon his Vessel's death, Cu's spirit instantly manifests at the summoning platform. While his Vessel is destroyed, Cu's Spirit can perform no action other than movement. Killing Cu's Spirit during this time will send it back to the summoning platform and add 10 seconds to Cu's remaining death timer. If his Spirit can make it to his Vessel before the death timer runs out, Cu will revive at the location of his Vessel after 1.5 seconds with 50% of his Spirit's remaining health instantly, and regenerate twice that amount over the next 3 seconds. If the death timer runs out before he makes it back, Cu will revive normally at the summoning platform... Vessel, Spirit and all.

Q: Free Spirit - CD:20s Mana:80-100 Range:750 Radius:290 Cu's Spirit splits from his Vessel, leaving it vulnerable as he flies to the target area with 25% of Cu's maximum health. Enemies around the impact zone are dealt magic damage. Cu can cast his abilities from his Spirit's location and move freely. If Cu's Spirit is destroyed it will be forced back to his Vessel, stunning Cu for 1.5 seconds. If Cu's Spirit makes its way back to his Vessel willingly, Free Spirit's recharge is set at 3 seconds and its mana cost is refunded.

Can only be cast while Cu's Spirit is within its Vessel. Free Spirit only begins recharging once Cu's Spirit enters its Vessel again.

Magic Damage:50-200 (+35% AP)(+8% Bonus HP)

W: Moral Boundary - CD:24-16 Mana:80-40 Size:Annie W Cu knocks back all enemies in a cone in front of him to just beyond the cone's perimeter, dealing magic damage. An outwards curved barrier forms along the cone's perimeter, blocking enemy movement for 0.75 seconds. Holding down the spell will root Cu in place and hold the force field up to a total duration of 3 seconds or until he releases the skill.

Magic Damage:50-150 (+50% AP)

E: Atonement - CD:12 Mana:60 Range:PBAoE Radius:290 Cu restores health to allies around his Spirit's location over 3 seconds. Cu can reactivate this spell to cut the healing effect short, halting himself in place for a brief moment before knocking up foes surrounding his Spirit. The first activation of Atonement can be used during any other animation without interrupting it. Heal per 1/4 second:5-15 (+ 0.75% Bonus HP) Max Heal: 60-180 (+ 9% Bonus HP)

R: Shelter - CD:150-90 Mana:100 Range:PBAoE Cu's Spirit enters stasis while guarding allied champions in a zone around its current location. For up to 3 seconds - or until Cu's Vessel is killed - any damage dealt to allied champions in the area is reduced and redirected to Cu's Vessel. If Cu's Vessel sustains lethal damage during Shelter, the effect stops and Cu's Spirit manifests at its current location instead of at the fountain. (Killing it again will send it back to the base, it won't always revive there. Can you imagine? XD)

Redirected Damage Reduction:30-50%

Tips & Tricks

  • Try to die in a safe area that's as close to your base as possible to maximize your chance to revive yourself.

  • Use Lost Soul to act as a mobile ward to scout for danger on your way to your body, but be cautious or else you might end up back at the base.

  • If you urgently need to be nearer to your base than your Vessel, or if you know that your Spirit will be killed repeatedly, it may be more time efficient to revive normally at the platform.

  • Due to his passive, Cu is notoriously difficult to get rid of when you're sieging his base. The further you push him in, the more often you'll have to deal with him.

  • Make sure the coast is clear before entering your Vessel to give yourself time to regenerate the second potion of your health, and so that you don't get collapsed upon. Maintaining the element of surprise can be useful to ambush the enemy.

  • Use Free Spirit to get into range to quickly help out allies and lock down foes.

  • Leave your Vessel in a safe place and go on a scouting mission with your Spirit, but don't go too far or else your body might get attacked while you're gone.

  • Leaving your Vessel comes with major risks. Leaving your body behind will leave it defenseless, so never travel too far. If your Spirit is killed it'll be forced back to your body, however far away that might be. In combat you'll be left a sitting duck if your Spirit is killed due to the stun.

  • Always try to make it back to your body willingly to maximize your damage, and remember that you gave to return to be able to cast this spell again.

  • Attempting to play the game without ever using your body will result in the inability to push towers, a severe drop in damage potential, the inability to level, a lot of wasted time to go and get items, and both teams hating you.

  • Moral Boundary is great for denying engages or quickly disengaging, but can only influence foes if they're all approaching from the same angle. It also gets harder to hit the closer your targets are.

  • Holding up the wall denies movement for both the enemy AND you! Gauge whether it's worth it.

  • Use in combination with Free Spirit to quickly peel for distant allies or to get behind foes to knock them into your team.

  • You can block off exits before enemies get into the knock back range to trap enemies instead of push them away.

  • Using Atonement's knock up means sacrificing a portion of the heal, but you can try to min max to get the most of both.

  • Atonement is excellent at helping allies recover, escape, or capitalize on its knock up.

  • Try combining Atonement with a Free Spirit to first heal your team and then fly into the enemy team to knock them up with the second activation. Alternatively, you can quickly get to endangered allies to save their butts.

  • Combine with Moral Boundary to keep enemies at bay while healing up your team, resetting the fight. Use the knockup to punish trespassers or enemies who engage after your wall comes down.

  • Remember that the healing portion can be activated instantly while in the midst of other actions.

  • Shelter allows you to completely negate any damage done to your allies, at the expense of your own health.

  • Due to this ability's interaction with your passive, it's often better for you to die. Don't be afraid to sacrifice yourself.

  • If your Vessel is nowhere near the danger zone, you'll only have to worry about taking the damage done to your allies, but it'll be more difficult to make it back if you die.

  • Combine with Free Spirit for clutch saves.

  • Combine with Atonement to heal allies while blocking any damage dealt to them. If you ult while near your Vessel or within it and use Atonement you can heal your Vessel to negate some of the damage you'll take.

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